/Engine/Source/Runtime/Engine/Classes/GameFramework/DamageType.h
DamageTypes are never instanced and should be treated as immutable data holders with static code functionality. They should never be stateful.
class UDamageType : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
uint32: 1
bCausedByWorld
True if this damagetype is caused by the world (falling off level, into lava, etc).
uint32:  1
bRadialDamageVelChange
When applying radial impulses, whether to treat as impulse or velocity change.
uint32: 1
bScaleMomentumByMass
True to scale imparted momentum by the receiving pawn's mass for pawns using character movement
float
DamageFalloff
Damage fall-off for radius damage (exponent). Default 1.0=linear, 2.0=square of distance, etc.
float
DamageImpulse
The magnitude of impulse to apply to the Actors damaged by this type.
float
DestructibleDamageSpreadScale
How much the damage spreads on a destructible mesh
float
DestructibleImpulse
How large the impulse should be applied to destructible meshes